private void Start()
    {
        gmInstance = GameManager.Instance;

        battleSceneController = FindObjectOfType <BattleSceneController>();
        battleGUIManager      = battleSceneController.battleGUIManager;
        characters            = gmInstance.GetCharactersArrayAsPlayer();

        if (!gmInstance.IsaCharacterAlive())
        {
            var potionAmount = StoreData.Instance.PotionAmount;

            bool tostore = (potionAmount <= 0); // else to backpack

            var message = allDeadMessage + "\n" + ((potionAmount <= 0) ? storeMessage : backpackMessage);

            battleGUIManager.TextMessage(message);
            battleGUIManager.AllDead(tostore);
        }
        else if (gmInstance.SelectedEnemy.IsBoss)
        {
            battleGUIManager.TextMessage(bossMessage + "\n" + normalMessage);
        }
        else
        {
            battleGUIManager.TextMessage(normalMessage);
        }

        Begin();
    }
示例#2
0
    public void Prepare(StatusData s, InputManager im, BattleGUIManager ho)
    {
        home = ho;

        float w = GetComponent <GUITexture> ().pixelInset.x;
        float h = GetComponent <GUITexture> ().pixelInset.y;

        float ww = Screen.width / 1280.0f;
        float hw = Screen.height / 720.0f;

        GUITexture itemFrame = CreateGUITexture("Item_Frame", "UI/battle/bmenu_item_frame", new Rect(w + 84 * ww, h + 15 * hw, 1072 * ww, 536 * hw));

        itemFrame.transform.parent        = transform;
        itemFrame.transform.localPosition = new Vector3(0.0f, 0.0f, 2.1f);
        status = s;

        int[][] lp = new int[2][] {
            new int[3] {
                2, (int)(505 * ww), (int)(w + 134 * ww)
            },
            new int[3] {
                status.itemList.Count / 2 + 1, (int)(-37 * hw), (int)(h + 450 * hw)
            }
        };
        CreateItemList(status.itemList, transform, lp, home.KozMinPro_Bold);

        int[][] sp = new int[2][] {
            new int[3] {
                2, (int)(505 * ww), (int)(w + 89 * ww)
            },
            new int[3] {
                status.itemList.Count / 2 + 1, (int)(-37 * hw), (int)(h + 397 * hw)
            }
        };

        cursor = CreateCursor(transform);
        cursor.Prepare(im, this, sp, status.itemList.Count);

        highLight = CreateHighLight(transform, new Vector2(cursor.cursorTexture.pixelInset.x + 45, cursor.cursorTexture.pixelInset.y + 26));

        CreateItemPreview(w + 119 * ww, h + 63 * hw);
    }
示例#3
0
    //エンカントアニメーション
    IEnumerator EncountAnimation(GameObject mainCamera, GameObject battleCamera)
    {
        MotionBlur montionBule = mainCamera.GetComponent <MotionBlur> ();

        montionBule.enabled = true;

        montionBule.extraBlur = true;

        montionBule.blurAmount = 0.1f;

        float n = 0.0f;

        while (n < 1.0f)
        {
            n += 0.1f;

            montionBule.blurAmount = Mathf.Lerp(0.0f, 1.0f, n);

            yield return(0);
        }

        yield return(new WaitForSeconds(1.0f));

        montionBule.enabled = false;

        mainCamera.GetComponent <Camera>().enabled = false;

        battleCamera.GetComponent <Camera>().enabled = true;

        mainCamera.GetComponent <FieldCameraFixation> ().enabled = false;

        GUITexture m;

        inputManager.enabled = true;
        if (encount == 0)
        {
            GameObject o = Instantiate(Resources.Load("Prefabs/UIPrefabs/Manual", typeof(GameObject)) as GameObject) as GameObject;
            m         = o.GetComponent <GUITexture> ();
            m.texture = Resources.Load("UI/Manual/gBattle", typeof(Texture)) as Texture;

            while (true)
            {
                if (inputManager.ButtonB == 1)
                {
                    Destroy(m.gameObject);
                    break;
                }
                yield return(0);
            }
        }
        inputManager.ClearInput();
        inputManager.enabled = false;

        GameObject um = Instantiate(Resources.Load("Prefabs/UIPrefabs/BattleUIObject", typeof(GameObject)) as GameObject) as GameObject;

        buiManager = um.AddComponent <BattleGUIManager> ();
        buiManager.Prepare(this, inputManager);

        foreach (ShinBattleController sp in playerList)
        {
            sp.enabled = true;
        }

        foreach (ShinBattleController se in enemyList)
        {
            se.enabled = true;
        }

        inputManager.enabled = true;
        soundManager.PlayBGM(3);
    }